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BlackDragon

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About BlackDragon

  • Birthday November 1

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  • Flight Simulators
    DCS
  • Location
    Los Angeles
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    Flightsims

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  1. AAAAAAAAAAAAaaand to come full circle with an upcoming update: https://www.facebook.com/heatblur/posts/pfbid02qhDTWYKT9BDaibdC9gjS84P42nab3HWrvonK7AdvLZWW9EyK5htzMtJQFamrxRX6l Feels great to see this get fixed, and that this wasn't just a misread of the instruments/intended behavior. Thanks to HB for their due diligence on this!
  2. Had this happen again though on the same server. Sadly I lack a video this time around. And as was with last time: this is 100% still getting returns on the DDD with every sweep.
  3. Thanks! Shack Knights typically uses that as part of the dataset when building briefings for future missions, we do find use of it!
  4. The linked docs at the end contain everything I've got, including the master gsheet intended to be copied. That sheet also has the javascript file for automation if you're curious about the code it runs. Certainly nothing in the way of someone who would like to try and use that as a springboard to create more things!
  5. Hello! I am BlackDragon from the DCS group Shack Knights. Our typical Sunday Missions consists of 6-20 players who typically have a strike objective with some light narrative to give it fluff. I created a new mission framework to help support this style of mission and change it in significant ways that change how DCS feels. I figured I would share this with the broader DCS community rather than leave it as a mission tool only used by one group. So allow me to explain what it is and how it works! The Goals of MAX G are the following: Create variable levels of intelligence, discarding pinpoint certainty of target locations, defenses, and red air. Allow for less commonly run mission types to exist and have an impact, such as RECON, ELINT, and Helicopter pilot participation. Allow for mission briefings to be given using entirely player gathered intel, and mission planning that requires intel analysis, rather than an A to B and back again style bombing runs. What is a MAX G mission? A MAX G mission is a mission framework/metagame that is meant to include uncommonly used DCS mission types. Things like ELINT, Recon, and transportation. These can be run as smaller, lower intensity missions that then support the greater effort for the big mission. The goal being that the smaller steps in the mission can be run needing only 1-4 players, rather than herding cats and getting dozens of players to coordinate. An example of an Intel Report (generated from player lead efforts) Okay but how is this actually executed? We have a Mission Maker who will work directly with a Mission Commander. The MC will make choices based on the world presented to him by the MM which will then inform which missions get run. The current codified steps are SIGINT > ELINT > Recon. With optional missions sprinkled throughout that process at the MCs discretion. The goal of each of these steps and the missions they contain is to build up context and usable intelligence data that is then used in a final mission that takes the shape of what we’ve come to expect out of a usual Shack Knights Sunday session. But what if we can’t get players for a step? Through the glorious power of automation I’ve scripted an entire sequence that will allow us to simulate intel teams working at getting information from the mission to our briefings. This should theoretically make it so that if we don’t get a single other player for any of the extra missions, that the only step that needs players is the standard Sunday Session that we would have played normally outside of this framework. How do I get started on my own version of this? I have created and maintain a series of documentation that should guide you through the whole process, should you wish to make a MAX-G mission chain for the people you wish to play with! You can find said documentation here: Master Mission Maker Guide (Which links to the copy-able Intel sheet) Mission Commander Guide ELINT Mission Guide RECON Mission Guide Special Operations Mission Guide As this is the first time of this framework hitting the wild, I'm sure some snags will pop up as what is obvious to me may not be obvious to others. If you run into issues or have questions feel free to let me know! Otherwise, I hope you enjoy our mission framework and I hope it allows you to have awesome briefing dossiers for your next big mission!
  6. Yes, hence why the DDD is included in the video where you can see returns.
  7. This snip here shows the TID moment in question just after launch, the two groups front right are marked as lost. I also would point out that you can see these groups sending returns on the DDD so the radar is painting them as expected. I'm just unsure what's going on as those aircraft are closing hot and have no reason to drop. (Again as can be seen on the DDD during launch on the video). Also adding the tacview file, the engagement in question happens around 2:57. I agree that it could be a coincidence, the split contacts is my "best guess" as it were. Still, closing hot tracks with good consistent returns on the DDD while in TWS AUTO shouldn't spontaneously drop everything on the TID on launch. Tacview-20230402-221644-DCS-RandomCAS.zip(1).acmi
  8. Hi! Potentially complicated issue to explain but it seems that when a single return (that is actually two aircraft) gets close enough that the return splits into two separate contacts that it will drop (X out) all returns on the TID. Seems problematic for numerous reasons, I have a recording of this and a TacView screenshot of what was seen at the time:
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